The purpose of this first demo was to showcase the physics engine, especially the Collision Detection System, Shadows, Individual material Rendering, Camera movement and Digital Asset Loader.
On July 21, 2016, around 2:00 am I did it!!! I finally finished the basic framework of my game engine. It took three years, about 1,095 days, approximately 15,330 hours of work.
Game engines use the Sutherland-Hodgman algorithm to determine the contact points of two colliding polygons. This post provides a visualization of the algorithm.
To determine which objects are most likely to collide, a game engine parses the space of every model and creates a tree-like structure known as a Boundary Volume Hierarchy (BVH). This post shows a visualization of the BVH algorithm.
Object Programming provides three different ways to encapsulate data. You can encapsulate data members, methods, and classes. Learn how to implement each.